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Victini has a unique type if you take Zen Mode Darmanitan out of the equation. So automatically, like other pokemon with unique typings, the question becomes a question of whether this is a good or bad thing. Pros? Fire STAB, which wrecks most Steel types and Focus Blast which give it sufficient means to take Heatran out as well. Psychic isn't exactly the best type, and it became even more overpopulated this generation. Also under pros, 6 resistances, most of which are very useful. Cons? Stealth Rock weakness, Pursuit weakness, Water, Ground, Rock, Dark, Ghost weaknesses in general. Back to pros for a moment, you have Thunderbolt for Water, Grass Knot for Ground and Rock, Focus Blast for Rock and Dark, and Shadow Ball for Ghost. It can cover all of it's own weaknesses. The Stealth Rock deal really hurts it no matter how you slice it though. Back to pros again, we have an obscenely good move pool, 100 Base Stats across the board, sufficient means to deal with the other base 100s, and Victory Star. Yeah, Victini is pretty impressive, but it does have noticeable flaws.

Ability

Victory Star: Adds 10% Accuracy to Victini's moves, and it's teammates. Focus Blast, Fire Blast, Overheat, Charge Beam, Toxic and Will-O-Wisp are major moves for Victini which benefit from this. Fire Blast and Focus Blast alone give it perfect coverage against every Steel type, so this is a really nice ability. In double battles, you can put Victini with pokemon that really stand to gain from the 10% Accuracy boost to make some interesting strategies. I personally like Victini-Crobat, but that's just me.

A common variant of Victini is the Special Sweeper. Fire Blast is your best bet for a Fire move, exploiting it's STAB, Victory Star and just outright wrecking. Searing Shot offers a little more Accuracy and 20% more Burn rate, but less power, and Overheat offers tons of power, but has it's Special Attack lowering drawback. Victini becomes an Anti-Steel machine with Focus Blast, getting coverage against every Steel type in the game, and the Fighting coverage also knocks out key counters like... 90% of Dark types. Thunderbolt is a nice move to have because the coverage is pretty awesome, and it covers Victini's Water weakness.

Your last slot has some options. Grass Knot takes out Ground types and much more importantly, Swampert, who would otherwise wall Victini off the battlefield. Shadow Ball takes out Psychic types, Mew and such. Psychic catches a STAB boost and adds Fighting and Poison coverage, which is nice. Hidden Power [Ice] lets you gun down Ground types and some Dragons for x4 damage which is nice in higher tiers, where you'll probably find Victini.

So yeah, V-Create. Lets just stop and consider that before whatever hold item you choose is applied, it's already at 270 Base Power. If you listen closely, you can fear anything with a Fire weakness running in fear. Brick Break fills the shoes of Focus Blast here, and removes the screens your opponent has up. Fusion Bolt fills in for Thunderbolt. Finally, U-Turn offers Victini with a scouting option, or an easy way out after using V-Create, should your opponent's next pokemon be slow enough for you to get this out before you're hit.

Personally, I wouldn't run this set, but it's proof that Victini has some really diverse options.

Victini makes for a pretty solid mixed sweeper, and this set really shows it. V-Create destroys anything with a Fire weakness and still breaks anything neutral or drop them into the red at the very least. Focus Blast offers great coverage, so does Thunderbolt... and Fusion Bolt is a physical alternative with more power, but less PP. U-Turn, Psychic, Grass Knot, Shadow Ball and Hidden Power [Ice] are all nice options for your last slot, with their previously noted strengths. Flame Charge however, offers extra speed, which can be nice to use before a V-Create. Flame Charge lacks power however, and costs you a second Fire move on your move pool.

Victini does have a few supportive options that it can dip into if you want something new. V-Create still wrecks everything, so it's going to be your offensive move. Light Screen shuts out Special Sweepers and offers nice team support. Taunt stops stuff from trying to set up or suppress your own supportive options. For the last slot, choose your status condition, Burn, Paralysis or Poison. Will-O-Wisp and Toxic both benefit from Victory Star, but Thunder Wave is already awesome.

You'd think that Victini would get Calm Mind, but it unfortunately doesn't. But it does get Charge Beam, which gives it a solid way to boost it's own Special Attack. Fire Blast and Searing Shot are your two Fire STAB options, and Focus Blast offers coverage. Substitute offers cover while you fire off Charge Beams to boost yourself.

For EVs, taking 252 HP is advised since Victini can hit the magic 101 HP Substitutes which stop Chansey and Dusclops cold. You can afford to sacrifice Special Attack EVs since it'll be getting amplified from Charge Beam anyway.

Alternative Options

~ Trick Room: 100 Base Speed is not wise with Trick Room, I'd save it for a slower pokemon like Reuniclus, but if you're desperate for Victini AND Trick Room, go ahead.
~ Work Up: For mixed sweepers, this could be an enticing option, but you want to get out after using V-Create in most situations, so it doesn't help for long.
~ Energy Ball: An alternative to Grass Knot, but everything you want to hit with Grass damage is heavy enough to hit 80+ Base Power with Grass Knot.
~ Solarbeam: Technically, Victini can run in a Sun team with this.
~ Thunder: I have no idea why you would want to run Victini in a Rain team, but this still works outside of them thankfully due to Victory Star.
~ Psyshock: Takes out Chansey... but that's about it. Focus Blast still hurts it too.
~ Stored Power: This move can be very useful after a Baton Pass chain or on the Charge Beam, but Baton Pass in itself is very easy to counter due to the introduction of Prankster, and this move is near useless without a boost.
~ Final Gambit: Inflicts Victini's remaining HP as damage and knocks itself out. In some situations this can be good, but in most situations, you'd rather just switch out or U-Turn out instead of staying in play against a Victini counter, which is the only thing you'd use this move on.

Partners and Double/Triple Battles

Running Victini with a Spinner is highly advised, especially if that spinner can cover it's weaknesses in a Double/Triple battle. Cryogonal offers Screens, Spinning and Ice Coverage, which can be nice in a good number of circumstances. Starmie, Donphan and Forretress also get this done quite well, though Donphan has to be careful in Double/Triples with Earthquake. For abusing Victini as a partner, there is a huge list of pokemon that benefit from Victory Star. Personally, I like using Scrafty, Crobat, and Ninetails with it. These are just example pokemon that show where Victini really shine, though I have had success with with Victini-Crobat and Victini-Scrafty numerous times. Hypnosis, Will-O-Wisp, Toxic, Hi Jump Kick are great moves to pair with Victory Star. Based on that, you can use your judgment to think of options that work. Ninetails is only half idea, you would want something that also packs coverage. Gun down Ghost and Ground types, as they are the two biggest threats to Victini.

Countering Victini

This is actually easier said than done because of how huge Victini's coverage is. Rock types and Dark types would normally get a mention like Tyranitar, but Focus Blast wipes them out. Steel types would normally wall a Psychic, but Fire/Fighting ensures that they won't succeed. Scrolling down the weakness list, we go to Water types, which are mowed by Thunderbolt and Fusion Bolt. So that leaves us with a lot less options than you think you'd have.

Stealth Rock is great because V-Create leaves Victini bounding in and out of play, and Stealth Rock heavily restricts it thanks to 25% damage per switch, plus possible Life Orb recoil. Ground is probably the way to go, especially if you can carry Earthquake on something with a Fire, Fighting or Electric resistance. Swampert, Quagasire, Gastrodon, Whiscash, and Seismitoad stop Victini cold if it lacks Grass Knot. Hippowdon, Landorus, Gliscor, Camerupt, Donphan and Claydol make for some nice options as well for direct Ground types when Hidden Power [Ice] and/or Grass Knot is out of the equation. Then we look at Ghosts since Victini won't run Grass and Ghost on the same set in most circumstances. Ghost and Ground are the two main counters... so Golurk is obviously a great choice. Dusclops, Mismagius, Giratina, and Chandelure make great choices as well. Finally, Rotom-W and Rotom-H are great options thanks to Thunerbolt and V-Create resistances.

You want to resist the FireBoltBlast combination Victini has to be safe, or outrun it and destroy it outright. A number of faster pokemon with super effective STABs like Gengar work outright as well, and so does Pursuit.

V-create kills everything with the insane 180 base power, especially in sun weather. It also gets 100% accuracy with Victinity's special ability, and the stat reduction isn't that bad with quick switching of choice scarf. Overheat is the special alternative to V-create, again with 100% accuracy and stat drops removed by switching. Electrical moves take out waters, Fusion bolt if you want a physical move, Thunderbolt for a special move. The final move is a filler. Psychic and Zen Headbutt provide additional STAB, while Grass Knot hits ground/rocks and ground/waters harder, like Rhypherior or Swampert.

Searing shot is an alternative to Overheat to avoid the stat drop and get a good burn chance, while Fire blast is a bit in between the two in base power. It has a lower chance of burning than searing shot and does not have perfect accuracy, but no stat drop. Psyshock is pretty much the same as Zen Headbutt only without the flinching chance, while Flamethrower and Fusion flare are just inferior options to Searing Shot.

works similar to specs mence in having a reliable STAB move for sweeping in Searing Shot or Fire Blast and Overheat in quick switching phases fo hitting hard. Fire Blast has more power, Searing shot has slightly more accuracy and a better burn chance. Final two moves are fillers. Solarbeam is neat if you have reliable sun support, grass knot for more reliability but hitting less hard on lightweight foes. Thunderbolt is better against Gyarados than a grass move but leaves you Swampert bait, Psychic is STAB, and Shadow Ball hits Ghosts like Chanelure.

Last edited by Sceptile Leaf Blade; 10th July 2011 at 2:21 PM.

Master balls are the cheapest thing ever invented. It's more fun catching everything with balls that can fail. 'caught Latios in the wild without master ball ftw'

Yay, Victini! It's my favorite new Pokemon in 5th gen. Solid base 100 stats across the board, an awesome and unique ability, and a fantastic movepool are great pluses for the cute little guy. But the weakness to Stealth Rock and several common move types (Water, Ground, Dark, Rock, Ghost) hinder it somewhat.

I've most often seen Victini with a Life Orb, but it's exposed to all forms of passive damage as is, and Life Orb makes it a lot more fragile.

Choice sets are also quite common for Victini, since it has a huge movepool. It can viably run sets with all three Choice items.

Victini has two moves unique to it: Searing Shot and V-create. The former is basically a powered-up version of Lava Plume. The latter is Victini's most powerful attack, packing a whopping base 180 power (before STAB) and dead-on accuracy with the help of Victory Star. Basically, Victini's packing an attack that rivals Explosion in power, without destroying itself in the process. The downside? It isn't legal yet outside of Japan, and causes Victini's Attack, Defense, and Speed to drop. So people will have to settle with the weaker (but still powerful) Flare Blitz on physical Victini sets.

Victini is also notable for having the strongest Final Gambit in the game. With a potential 404 HP stat, Victini can take out almost any Pokemon (provided it's not a Ghost type) with Final Gambit at full HP. It's cool for taking out a potentially huge threat to your team, but I personally think it's a waste of a Victini.

You should always run Victini with a Spinner, especially if you're running a Choice Set, because it usually bounces in and out of play. Also, be sure to take out any potential users of Pursuit.

For some reason, Victini doesn't get Calm Mind, so Charge Beam is to boost Sp. Attack. It also has much-improved accuracy thanks to Victory Star.

Fire Blast and Focus Blast both benefit from Victory Star, and have even better accuracy if I use Wide Lens. Two base 120 power attacks with close to perfect accuracy and no adverse side-effects? Hell yeah!

Energy Ball wipes out most Water types, and Charge Beam can be used for the rest, although it's quite weak.

A slight gimmic, but victini invokes such fear with his 180 Base power STAB move of death, the opponent will reach for their counter instantly. Final Gambit will deal your remaining HP as damage to the opponents counter. in this case with max EV's you have a 404 HP Damage attack. This cripples their fire counter and you can follow up with a secondry fire threat, like choice scarf heatran. V-create is if you want to hurt something without killing victini and even with no investment does damage. Shadow ball hits ghosts that switch into final gambit and the last move covers counters. it isnt particularly needed but its nice for filler and revenge killing.

This set relies on no hazards in order to function, as looseing 25% health means you hit 25% less hard. therefore rapid spin support is a must

Also as a side point, victini gets stab stored power, which makes it a potent baton pass reciver on a chain baton pass team. base 100 stats also help this.

The downside? It isn't legal yet, and causes Victini's Attack, Defense, and Speed to drop. So people will have to setting with the weaker (but still powerful) Flare Blitz on physical Victini sets.

Not to be a nitpicker but it's important that V-create lowers defense, special defense and speed. It does not lower attack, meaning it stays just as powerful. It's also worth noting that it is legal, as an event that started on april 16 and ends on August 31 in Japan gives out a lvl. 50 Victini @ fire gem with V-create, Fusion Flare, Fusion Bolt and Searing Shot.

So this is a sun sweeping Victini that uses the speed drop with V Create to its advantage. Use V Create one or two times then set up trick room so somewhat be at +2 speed. Fusion Bolt is there because it is just awesome and it can ward of Pokes that resist V create. Solar Beam is for the same purpose and in the sun there is no charge time. Quick Attack is if you need a quick hit after your trick room ends. U turn is for scouting, Return, Facade, Zen Headbut are for flat damage. Finally Sunny Day is for setting up the sun in a dire situation. V Create Base = 180 -> STAB + Sun = 180 x 2 = 360. That's a ton of damage

Is Victinity Ubers or Standards? After all, with V-create it actually hits harder than Groudon with Earthquake, provided both hit neutral targets and have the same boosts. Heck, it also hits harder than Mewtwos Psycho Break, or Attack Deoxys' Zen Headbutt, harder than Zekroms Bolt Strike or Reshirams Blue Flame. And with Sun support, it actually hits about 10% harder than Kyogres rain powered Hydro Pump, and about 10% less than Kyogres rain powered Water spout (at full HP). When comparing against special attacks, I'm assuming an equal defence and Sp.Defence stat of the target, as well as that both attacks are hitting with the same type advantage multiplier, and obviously same kinds of boosters (both choiced or not, both offence boosting nature or not, etc).

Victinity is by uber standards quite slow, but it still outruns base 90 Ubers. With Groudon support V-Create hits crazy hard on anything that doesn't resist it, as mentioned above, comparable to Kyogres Water spout. Fusion Bolt hits hard on Kyogre and Ho-oh, who are also outran by Victinity unless they're scarfed. Lugia is hit harder with V-create than fusion bolt, but in rain fusion bolt hits harder, and if Lugia doesn't have a speed boosting nature victinity also outruns Lugia. A status move can help crippling a potential counter. Enemy Groudons, Rayquaza's, or Zekroms won't like switching into Will-o-Wisp, while enemies relying on their speed like Mewtwo or Darkrai won't like switching in on Thunder Wave. Care must be taken in Ubers. Dragons resist both V-Create and Fusion bolt, and especially with Life Orb recoil Victinity can't take hits from hard-hitting ubers. Things like Kyogres Surf or Groudons Earthquake are moves that Victinity simply should not take, and Victinity lacks the high bulk that some other ubers like altered Giratina or Lugia have.

Victinity can provide trick room support in Ubers. With a speed lowering nature and no speed EV's, Victinity is actually slower than anything else in Ubers that does not have a speed lowering nature (with some exceptions like Wobbuffet and some non-ubers like Chansey), even if foes don't have any speed EV's. Set up trick room, and the speed lowering effect of V-Create won't harm you anymore. This set partners especially well with Groudon, who can provide Sun support to make V-Create hit harder while Groudon is so slow that it benefits from Trick Room too. Others that benefit from that combo are Ho-oh and Reshiram, who are both also 90 base speed and benefit a lot from sun support. U-turn can be used to get away from a counter in Trick Room to switch to something bulky, while Will-o-Wisp cripples physical counters but still leaves you open to their next attack.

Last edited by Sceptile Leaf Blade; 10th July 2011 at 5:52 PM.

Master balls are the cheapest thing ever invented. It's more fun catching everything with balls that can fail. 'caught Latios in the wild without master ball ftw'

I'm pretty sure Victini's tier placing can vary depending on movesets, kind of like Nidoking in 4th generation. Not everyone got the event Victini with V-Create and Fusion Bolt, and not everyone plays on sims. People like me, who have to settle for lesser sets as a result. Anything without V-Create. That move has power that can make Ubers squirm, so I'm pretty sure that Standard tier isn't up to snuff for it. A lot of Victini counters exist in Standard, and it's just an above average special sweeper there that is outrun by even more pokemon there than in Ubers. I feel like V-Createless variants should be Standard and V-Create can handle Uber.

Victini is, like, super awesome. He’s got great moves, great STAB, a great ability, not to mention that killer smile and wings on his…butt.Victini Screech! LOLOLOLOLOLOLOLOLOLO!
Victini @ Choice Scarf/WiseGlasses/Leftovers/Life Orb
Trait: Victory Star
EVs: 4 HP/252 SAtk/252 Spd
Modest (+Sp. Attack, -Attack)/Timid (+Speed, -Attack)
- Fire Blast/Searing Shot/Flamethrower/Fusion Flare
- Psychic/Psyshock
- Thunder/Focus Blast
- Energy Ball/Grass Knot/Shadow Ball/Will O’ Wisp
So Fire Blast does more damage than Searing Shot, but Searing Shot has more chance of burning. However, bith moves have 5 PP, so if you want to avoid running out of PP for your STAB move, you can always go with Flamethrower. There’s also Fusion Flare if you have the event Victini. Psychic or Psyshock are both great STAB depending on your preference and knowledge of your opponent’s Defense. Thunder and Focus Blast both have increased accuracy from Victory Star, Thunder can be used for bulky Waters, while Focus Blast is for Dark types and other Steel types as well as Ice types that aren’t weak to Fire moves. Energy Ball and Grass Knot are super effective against Victini’s Fire type weaknesses, although Energy Ball is more reliable unless you know that you’re up against something heavy. Likewise, Shadow Ball can be for your Ghost type weakness. Will O’ Wisp is your classic burning move. For the item, just do whatever you really want.

Physical Victory
Victini @ Choice Band/Muscle Band/Leftovers/Life Orb
Trait: Victory Star
EVs: 4 HP/252 Atk/252 Spd
Adamant (+Attack, -Sp. Attack)/Jolly (+Speed, -Sp. Attack)
- V-Create/Flare Blitz/Flame Charge
- Zen Headbutt
- Brick Break
- Fusion Bolt/Return/U-Turn
On the other end of the spectrum, Victini can pull of a physical set as well. If you have the V-Create Victini, go for it. Otherwise, there’s Flare Blitz, but if you’re afraid of recoil damage then there’s also Flame Charge, but that’s not gonna do you any good. Zen Headbutt is you other great status move, and Brick Break is great for type coverage. If you have the V-Create Victini, then Fusion Bolt is just sitting there waiting to be used. If not, there’s always Return if your Victini loves you, and U-turn for scouting, making Victini a good lead. Facade is also an option, but since Victini is a Fire type, there’s one less status move to worry about. Again, go nuts with you item, I just put examples.

This is Victini's physical movepool really. V-create has so much power after STAB its completely ridiculous, but it does lower your defenses and speed. Zen Headbutt is your other STAB move. Fusion Bolt provides coverage against Water pokemon. Brick Break defeats Darks and Heatran.

The opposite of the set above. Fire Blast has great accuracy due to Victory Star and gets STAB. Psychic is also your STAB. Psyshock defeats special walls. Grass Knot defeats Water, Rock, and Ground types. Focus Blast defeats Darks and Rocks.

A boosting set with Stored Power. Stored Power gets stronger with each boost. Charge Beam is your boosting move because for some reason Victini does'nt get Calm Mind like other Psychic types. Fire Blast is strong and gets STAB. Grass Knot for Waters, Rocks, and Grounds. Focus Blast is for Darks.

With this set you constantly sweep hiting 11 types super effective. You have a choice of firetype moves, I choose Searing shot over Fusion Bolt because it can burn.Fireblast benifits from Victory star and so does overheat but i would only take overheat as a choice set. Shadowball hits your weeknesses and focusblast hits other weeknesses (dark) and heatran. Chose a grass type move energy ball for a base power but grassknot will be better half the time with all the heavy ubers. Finaly chose thunder ore thunderbolt for acurasy choice.

First Shiney's
Roselia didnt know what shiney's were then and got rid of it : Daimond
Dugtrio caught it on friends game gave it back to him and someone stole it :firered
Gyarados Doesnt realy count :Soul Silver

I Haz Pokeruz and youz dont
Make fun of my spelling and i will find and force you to watch Rick Astly

Other options:
Mixed attacking is a very viable route to take.
If you can't get Fusion Bolt, Wild Charge is usable.
Victini has Searing Shot for burn, so Will-o-Wisp is pointless.
Speaking of status, you could run a status thrower with Thunder Wave and Toxic. Wastes Victini's awesome attacking options though.
Flame Charge if you want to speed up.
Charge Beam if you want a SpAtk boost.
Focus Blast is less useful in OU because of better options. It does get accuracy boosted by Victory Star, but its still pretty low.
Endure-Reversal combo is an option, but a bad one.
Overheat is Overkill. Searing Shot is enough.
Fire Blast will get a special mention. It is definitely usable over Searing Shot and Flamethrower. It is stronger than both and Victory Star boosts the accuracy. Use it if you want, but the 30% burn rate and 100 accuracy of Searing Shot is sufficient. If Victini goes uber, than Fire Blast is the best choice. If not, Fire Blast is not needed. That's my input on Fire Blast.

Victini is a really powerful monkey tying.
Tiros room victini
-V- create
-fusion bolt
-u-turn
-trick room
The ideas to be as slow as possible, ith v create, but have trick room for good speed. Then once your defenses are awful thanks to v create run away!

The first general reaction anyone will have when they see Victini is OHSHI- V-CREATE, so they'll bring in their fire resist. With Final Gambit, Victini deals 404 damage, enough to reliably take out pretty much everything that would want to switch into V-Create except Eviolite Chansey and Thick Fat Snorlax. This most likely means that you take out their Fire-resist, leaving their team open for another fire-type to sweep. The only downside to Final Gambit is that it loses power if Victini takes damage, so to be most effective, it needs to be used before entry hazards are set up. Victini carries V-Create, because even with no investment, a base 180 attack before STAB hurts hard. U-turn allows for scouting, and Fusion Bolt can hit water-types, but not particularly hard, due to the lack of attack investment. The EV's are self explanatory - Max HP for maximum Final Gambit damage, and Max speed to tie with +1 base 100's.

FINE. I'LL MAKE A SIGNATURE

My White team:
Reserves:

I claimed Plusle. I don't know what claiming it does, but I claimed it.

This set makes use of Victini's immense movepool to allow you to bypass the Pokémon that often come into Victini expecting moves like V-Create, such as Rhyperior, Kabutops, Omastar, Milotic, and Slowbro. Grass Knot lets you get around Rhyperior and all the aforementioned bulky waters, OHKOing some and 2HKOing most of the rest. V-create is obvious, it's there for smashing open nearly anything and everything that doesn't resist it. Psychic has good neutral coverage for things you can't hit for super-effective with your other moves. U-turn is symbiotic with Expert Belt in that it lets you bluff other sets like Choice Scarf without making it obvious you're not through Leftovers recovery or Life Orb damage.

The EV spread is rather specific. The given speed allows you to outspeed all unboosted base 90s and below, like Roserade, Deoxys-D, Heracross, Kingdra, Nidoking, and Suicune, and let you outspeed Pokémon that like to EV to the same base point too. (Mew, Mismagius) 152 SpA ensures Grass Knot will score the OHKO and 2HKO on Omastar and Milotic, respectively. The rest is stuffed into Atk, but 164 lets you 2HKO max HP / max Def Chansey 100% of the time. As mentioned before, Expert Belt is preferred since it grants you the ability to bluff other sets and lure your opponent into bringing in their counter.